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aras, to random
@aras@mastodon.gamedev.place avatar

Remember Collada? Yeah the format is pretty much dead at this point, but Blender still has it (because of Sketchup, Chief Architect, Bricklink Studio etc.). However it felt increasingly uncomfortable to continue using OpenCollada (that embeds old 3rd party libraries with several dozen known security issues). So here's a "cleanup fork" of OpenCollada that gets rid of the security issues part (but also gets rid of everything Blender does not need). https://github.com/aras-p/OpenCOLLADA

CWernerArt,
@CWernerArt@mstdn.social avatar

@aras Will this patch be also implemented into one of the upcoming Blender updates?

aras,
@aras@mastodon.gamedev.place avatar
aras, to Playdate
@aras@mastodon.gamedev.place avatar

Because no one stopped me, I ported "Everybody Wants to Crank the World" demo to PC (Windows/Mac). https://github.com/aras-p/demo-pd-cranktheworld/pull/1 :playdate: :demoscene:

Using Sokol libraries by @floooh to do most of heavy lifting.

Fun fact: while the demo is running, it takes up as much CPU time as the windows task manager on my PC.

aras,
@aras@mastodon.gamedev.place avatar

...aaand @floooh just contributed Linux support (really just a version of the shader for OpenGL, everything else already taken care of by Sokol). https://github.com/aras-p/demo-pd-cranktheworld

aras,
@aras@mastodon.gamedev.place avatar

...and now @floooh made a web "port" of the demo o_O since Sokol makes it pretty easy.

PR: https://github.com/aras-p/demo-pd-cranktheworld/pull/6
Web build: https://aras-p.github.io/demo-pd-cranktheworld/

aras, to Playdate
@aras@mastodon.gamedev.place avatar

Short blog post about "Everybody Wants to Crank the World", a demo I made recently https://aras-p.info/blog/2024/05/20/Crank-the-World-Playdate-demo/

Calculating only some pixels both spatially and temporally is pretty much the same as DLSS, right? :P

NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

@demofox @aras Even before getting temporal: pre-sharpening before quantization, and using spatial error diffusion. And temporally, there is that interesting question of making it blue in time with fixed position, or blue in time with reprojected position (which is seriously hard, but would be fun to try on a GPU). Aras, it's inspirational to see blue 1-bit/pixel on that device, had been hoping others would have done that instead of fixed dither patterns :)

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras aaaargh I need to update my website! 🙈

aras, to random
@aras@mastodon.gamedev.place avatar

0x2B or 43

soy1bonus,
@soy1bonus@mastodon.gamedev.place avatar

@aras I don't know why, but I though you were older! (I'll be 41 in a few months). Maybe it's because all the amazing things you've done. You rock! 💪

Humus,
@Humus@mastodon.gamedev.place avatar

@aras @elliotc 0x2B or 0xD4. That's the question.

aras, to random
@aras@mastodon.gamedev.place avatar

Oh cool, RGB9E5 render target format is coming to PC GPUs? I know that Apple GPUs could render to it for a number of years by now, nice to see wider adoption. Curious to see which GPUs exactly can do it. https://devblogs.microsoft.com/directx/agility-sdk-1-614-0/

aras, to random
@aras@mastodon.gamedev.place avatar

"Filtering After Shading with Stochastic Texture Filtering" by @BartWronski @mattpharr @marcosalvi Fajardo is most excellent. It takes courage to dare to ask "have we all been doing texture filtering wrong?" to begin with. And realize there actually are a dozen precedents for doing it differently (shadow PCF, negative mip bias, stochastic trilinear etc.), look at all of them, and formalize it all. Great!
https://mastodon.gamedev.place/@BartWronski/112445872458391965

aras, to demoscene
@aras@mastodon.gamedev.place avatar

"Everybody Wants to Crank the World", a :demoscene: demo for :playdate:
@playdate. Took 4th place at @outline!

Youtube: https://www.youtube.com/watch?v=QjAKiwQxrQI
Playdate binary: https://aras-p.info/files/demos/2024/Nesnausk_CrankTheWorld-20240421.zip
Source code: https://github.com/aras-p/demo-pd-cranktheworld

Maybe I should write a short blog post about development for playdate, or somesuch. It is quite fun!

image/png
image/png
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aras,
@aras@mastodon.gamedev.place avatar

@jrovirab yay!

Loco,
@Loco@mastodon.gamedev.place avatar

@aras @playdate @outline I was thinking about buying a playdate just the other day. Now this gets me excited :)

aras, to random
@aras@mastodon.gamedev.place avatar

"ZH3: Quadratic Zonal Harmonics" by @torust et al is pretty cool! Looks like much better quality than linear spherical harmonics, at same storage cost. https://torust.me/ZH3.pdf

k_narkowicz,
@k_narkowicz@mastodon.gamedev.place avatar

@aras @torust Storage is a bit higher, but indeed the results are impressive.

aras, to blender
@aras@mastodon.gamedev.place avatar

I accidentally implemented blurred shadows and outlines for Text Strips in sequencer. In for Blender 4.2! https://projects.blender.org/blender/blender/pulls/121478

jupiter,
@jupiter@mastodon.gamedev.place avatar
aras, to Playdate
@aras@mastodon.gamedev.place avatar

Alright, demo submission done. Now we wait! :playdate: :demoscene:

aras,
@aras@mastodon.gamedev.place avatar

@Biovf shh don’t get your hopes up, it’s just a handful of simple fx thrown together. Do you have the device tho? Could send you a build “for testing” ;)

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras oh! that's "closeby"
congrats on finishing it!

aras, to random
@aras@mastodon.gamedev.place avatar

"Rest in peace Z80, long live the open source Z80!" by ReJ and @matthewvenn https://www.youtube.com/watch?v=GI1e22A2J3U

ReJ's project https://github.com/rejunity/z80-open-silicon

aras, to random
@aras@mastodon.gamedev.place avatar

So, Unity’s new CEO is from Zynga and EA (and more recently, Fitbit). Mkay, mkay.😢 https://investors.unity.com/news/news-details/2024/Unity-Appoints-Matthew-Bromberg-as-New-CEO/default.aspx

fatlimey,
@fatlimey@mastodon.gamedev.place avatar

@andrewwillmott @pervognsen @aras I'm on an old timer EAUK group on Facebook and David Gardner has mellowed into a gamer.

npatsiouras,
@npatsiouras@mastodon.gamedev.place avatar

@andrewwillmott @pervognsen @aras I dont think they forget that. After so much analysis before he resigned about how it came to that point thats the last thing they’d forget. But I do think most had some hope, albeit weak hope.

aras, to random
@aras@mastodon.gamedev.place avatar

P!nk 🍎

aras, to random
@aras@mastodon.gamedev.place avatar

Real or physically based rendered? (thx @mattpharr)

reedbeta,
@reedbeta@mastodon.gamedev.place avatar
MartinTilo,
@MartinTilo@mastodon.gamedev.place avatar

@aras @mattpharr real physical based rendering of physical based rendering.

The varying gap sizes between the upper shelf board and the left wall would be quite too high-poly to be likely to be digitally modelled.

aras, to random
@aras@mastodon.gamedev.place avatar

"Leaving Rust gamedev after 3 years" by @logloggames is good. https://loglog.games/blog/leaving-rust-gamedev/

And only half of that is related to Rust! The rest are very good points about hype cycles, tech zealotry, search for silver bullets, being constantly sidetracked by shiny interesting tech instead of solving a problem, etc. etc. Very long, but also very good read.

jakob,
@jakob@mastodon.gamedev.place avatar

@aras @logloggames obligatory “Programmers are also human” video: https://youtu.be/TGfQu0bQTKc?si=uEjnVRKL4tBMWFBo

danil,
@danil@mastodon.gamedev.place avatar

@aras @logloggames >Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that

This.

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